A First Look at the Sensor Setup

In VirtualGrasp we use the terms “sensor” and “controller” exchangeably since a VR controller is essentially a sensing device for hand poses.

In any VG_MainScript, such as MyVirtualGrasp.cs, a sensor setting can be configured for any controller (or sensor) supported through various VG_ExternalControllers.

As you can see in the top of the MyVirtualGrasp component, you can “Auto-Setup” the whole configuration for some of the most commonly used sensors, to quickly switch between Oculus controllers, mouse control, finger tracking, and other controllers.

You can use VirtualGrasp without a VR headset and your scene does not need to be a VR-enabled scene.

If you do not have a headset, you can use the “MOUSE” auto-setup to get started and control the hands with the mouse.
If you do have a headset, we recommend to use the “UNITYXR” auto-setup (after assuring that you enabled your scene for VR) to get started, through UnityXR.
If you have a headset the easiest way is to setup Unity XR Management for your project as follows:
  • in the "Edit" menu, choose Project Settings→XR Plugin Management and "Install XR Plugin Management"
  • enable "Oculus" as Plugin-Provider (assuming you are using a Quest)
  • Right click "Camera" in Hierarchy and select "XR→Convert Camera To XR Rig"
  • connect Quest with USB cable (the charging cable)
  • Select "Enable Oculus Link" inside the headset
Unity XR Plugin.
Installing Unity XR Management.
VG control flags.
MyVirtualGrasp is the default main configuration component for VirtualGrasp.